Koko-aio shader discussions and updates

PGrid is just the name used in the presets which reflects the new low level phosphor implementation.
While it provides the same functionalities as before, it has the ability to scale the horizontal mask (well, even this functionality was already present), but this time when the mask is scaled so that there is more space between phoshors, they are able to grow in width and eventually blend each other when their light overlaps.
Also, when not using a preconfigured mask preset, this time the phosphors can be freely moved horizontally by sub/phosphor steps, so that you can achieve new masks not possible till now, like xxrgbxx (actually used in handheld preset do have a visible grid around them.
Or, you can move r g and b to the very same position to completely overlap them, clear the visible mask, and have a solid color instead

This is for the horizontal mask ofc, but part of the same implementation is used for level 1 vertical mask, where you emulate scanlines, and level 2 vertical mask, where you emulate aperture grille or slotmask.
Being able to switch from core to screen coordinates in each step, you can achieve different results, the implementation is simple by design, but may be difficult to master, that’s why i suggest you to take a read to the docs-ng.md file, where i tried to explain all the things in detail.

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Since i failed to find a gameboy overlay around with a valid license, I just made one.
Feel free to reuse it as you like, it is in the main repo with a new gameboy-overlay preset in presets-ng folder.
More, if one would like to improve it (I’m not particular proud of the led) please, do!

…kinda weird to have it lying on the desktop at 1:1 scale (24’’) versus the original one waiting for you to make a quick game:

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For some reasons beyond me (oh well…) I’ve had the idea to set multiplier to be an integer, but it seems that for low resolution contents, setting the mask to core resolution and then a bit lower than 1 (0.75, 0.875), produces interesting results, it gives me that typical sensation of being unable to focus my eyes on a point on the screen

hmasks pgrid* presets updated to use a tighter mask as in screenshots.

This is with pushed levels from the new preset pgrid3-Corelevel_HMask-CoreLevel_Slotmask-lightsOn.slangp: (@ROBMARK85)

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Look amazing. Here’s mine with a few tweaks using pgrid3-Corelevel_HMask-CoreLevel_Slotmask.slang for my OLED with my system outputting 1080p - looks amazing!

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Screen plz! I’ve an lg c1 oled tv not connected to pc, but I’d like to see how color looks there via the builtin browser.

Since i tune my presets to 72% NTSC gamut, they look oversaturated there.

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They look a tad blurry in the screenshots, as I guess it does not reflect any settings on the OLED (sharpness etc etc), but, onscreen, they look very very good (to my eyes).

I also run my OLED in PC mode to get true 4:4:4.

Thanks, I’ll take them as a valuable reference!

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I decided to finally hook my oled tv to the pc and drafted a preset, it seems to look good starting from 1440p, my notebook can’t handle higher at 60fps, the scanline look could be improved at higher resolutions.

How does this look to you? Granted, you’ve to set a brighter TV mode (named VIVID on my device), but on oleds this is not an issue by design, I’m kinda satisfied :slight_smile:… well, I apologize for the shameless lack of modesty, but I’m astonished on how it looks closer to the cab in the other room, I honestly didn’t expected that.

pgrid-naked-slotmask-for-1440p-OLED.slangp

I tried on a non oled display, and it is a non-go; as you push the backlight, the black becomes dark gray and ruins the experience, for this preset, black needs to be BLACK and there is need to push oled pixels.

This preset does just mask and gamma linearization; the rest of the work is done by the oled itself.

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Hello Kokoko3k, thank you very much for thinking of me and for making these changes to satisfy the needs of those who, like me at the moment, play on small screens. Thank you for your precious work because it is exceptional, your edits are perfect and I love the final result. All oiled to perfection. Here are a couple of screenshots, the first showing how the preset is, the second showing FXAA being turned on. I love both situations with this type of mask and these settings, so thanks to you I now use a “vintage” and a “modern” preset with great satisfaction.

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I would also like to use visual style on my Mini PC with a 24-inch screen and 1080p resolution - would you recommend the same preset that I use on a smartphone that you created, or other “pgrid” preset? I wish I had the same visual result there too because it’s too beautiful. Thanks again. They should make you a gold statue.

The OLED present fails to load…others seems to load fine.

TBH, I’m more than happy with what I’ve dialed in, to the point that I can’t see how it can be improved (to my eyes)…which means…OMG!, I actually have to play some games now rather than pixel peeping!

Thank you again for the work on this.

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You’re welcome!

Btw, I’ve just removed some absolute references from the last preset, and i would like to know how does it look on a different oled with pushed brightness.

@ROBMARK85 I wouldn’t recommend any pgrid preset because i’m still experimenting, but if you find one that likes you, why not.

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Top one your OLED present, bottom one my tweaked present for my OLED (PC = 1080p out)

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What’s your final verdict on the first preset on your oled display?

Too dark, too course (mask gap size I assume), and produces moire screen artifacts. Again, I’m running retroarch @ 1080p @ 60hz.

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Yes, it is expected to produce artifacts at 1080p and requires a bright display. I was in the hope that you could raise the oled power trying at least 1440p.

Indeed your preset does look very good under “normal” conditions.

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Obviously, the screenshots are captured internally via retroarch rather than what it looks like on the OLED. I run my OLED in Vivid mode, OLED light @ 95, Contrast @ 100 and Brightness @ 52 (again, in PC mode).

I don’t like 1440p, as in my view, I’m not sure it scales well at screen level to 4k.

But, as always, beauty is in the eye of the beholder.

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Usually, things like scanlines and masks get screwed at any non-native resolution of the display. Is this shader behaving any differently?

I suppose it mostly depends on the scaling used by the display and on the source and dest resolution. On my display, 1440p to 4k scaling (lot of room) still produced a flawlessly picture. Also, scanlinesì gaps are mostly unaffected in any case.

But yes, koko aio behaves differently in that regard when it comes to non 1x horizontal masks, since it can optionally not rely on 1:1 matching between mask and screen coordinates.
If there is room, it can be used to emulate sub-phosphor glow.